blender/source/gameengine/Converter/BL_ModifierDeformer.cpp

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#if defined(WIN32) && !defined(FREE_WINDOWS)
#pragma warning (disable : 4786)
#endif //WIN32
#include "MEM_guardedalloc.h"
#include "BL_ModifierDeformer.h"
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_MeshObject.h"
#include "PHY_IGraphicController.h"
//#include "BL_ArmatureController.h"
#include "DNA_armature_types.h"
#include "DNA_action_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_ipo_types.h"
#include "DNA_curve_types.h"
#include "DNA_modifier_types.h"
#include "DNA_scene_types.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_key.h"
#include "BKE_ipo.h"
#include "MT_Point3.h"
extern "C"{
#include "BKE_customdata.h"
#include "BKE_DerivedMesh.h"
#include "BKE_lattice.h"
#include "BKE_modifier.h"
}
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#define __NLA_DEFNORMALS
//#undef __NLA_DEFNORMALS
BL_ModifierDeformer::~BL_ModifierDeformer()
{
if (m_dm) {
// deformedOnly is used as a user counter
if (--m_dm->deformedOnly == 0) {
m_dm->needsFree = 1;
m_dm->release(m_dm);
}
}
};
RAS_Deformer *BL_ModifierDeformer::GetReplica()
{
BL_ModifierDeformer *result;
result = new BL_ModifierDeformer(*this);
result->ProcessReplica();
return result;
}
void BL_ModifierDeformer::ProcessReplica()
{
/* Note! - This is not inherited from PyObjectPlus */
BL_ShapeDeformer::ProcessReplica();
if (m_dm)
// by default try to reuse mesh, deformedOnly is used as a user count
m_dm->deformedOnly++;
// this will force an update and if the mesh cannot be reused, a new one will be created
m_lastModifierUpdate = -1;
}
bool BL_ModifierDeformer::HasCompatibleDeformer(Object *ob)
{
if (!ob->modifiers.first)
return false;
// soft body cannot use mesh modifiers
if ((ob->gameflag & OB_SOFT_BODY) != 0)
return false;
ModifierData* md;
for (md = (ModifierData*)ob->modifiers.first; md; md = (ModifierData*)md->next) {
if (modifier_dependsOnTime(md))
continue;
if (!(md->mode & eModifierMode_Realtime))
continue;
/* armature modifier are handled by SkinDeformer, not ModifierDeformer */
if (md->type == eModifierType_Armature )
continue;
return true;
}
return false;
}
bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob)
{
if (!ob->modifiers.first)
return false;
ModifierData* md = (ModifierData*)ob->modifiers.first;
if(md->type == eModifierType_Armature )
return true;
return false;
}
bool BL_ModifierDeformer::Update(void)
{
bool bShapeUpdate = BL_ShapeDeformer::Update();
if (bShapeUpdate || m_lastModifierUpdate != m_gameobj->GetLastFrame()) {
// static derived mesh are not updated
if (m_dm == NULL || m_bDynamic) {
/* execute the modifiers */
Object* blendobj = m_gameobj->GetBlendObject();
/* hack: the modifiers require that the mesh is attached to the object
It may not be the case here because of replace mesh actuator */
Mesh *oldmesh = (Mesh*)blendobj->data;
blendobj->data = m_bmesh;
/* execute the modifiers */
DerivedMesh *dm = mesh_create_derived_no_virtual(m_scene, blendobj, m_transverts, CD_MASK_MESH);
/* restore object data */
blendobj->data = oldmesh;
/* free the current derived mesh and replace, (dm should never be NULL) */
if (m_dm != NULL) {
// HACK! use deformedOnly as a user counter
if (--m_dm->deformedOnly == 0) {
m_dm->needsFree = 1;
m_dm->release(m_dm);
}
}
m_dm = dm;
// get rid of temporary data
m_dm->needsFree = 0;
m_dm->release(m_dm);
// HACK! use deformedOnly as a user counter
m_dm->deformedOnly = 1;
/* update the graphic controller */
PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
if (ctrl) {
float min_r[3], max_r[3];
INIT_MINMAX(min_r, max_r);
m_dm->getMinMax(m_dm, min_r, max_r);
ctrl->setLocalAabb(min_r, max_r);
}
}
m_lastModifierUpdate=m_gameobj->GetLastFrame();
bShapeUpdate = true;
}
return bShapeUpdate;
}
bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
{
if (!Update())
return false;
// drawing is based on derived mesh, must set it in the mesh slots
int nmat = m_pMeshObject->NumMaterials();
for (int imat=0; imat<nmat; imat++) {
RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
if(!slot || !*slot)
continue;
(*slot)->m_pDerivedMesh = m_dm;
}
return true;
}